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Rating: 3.9/5. From 1663 votes.

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Giggling Inventor Card Review

Great, we’ve got a Neutral Call to Arms! Luckily the post-nerf version, because it would be absolutely broken at 4 mana. However, even at 5 it’s an interesting option in some builds and I actually quite like it. Remember how frustrating was when your opponent pulled 2x Righteous Protector from Call to Arms? You sometimes had to spend like two turns just clearing those Taunts with Divine Shield. This is very similar. Funnily enough, Odd Paladin would actually prefer this card over Call to Arms, since it only runs 1-drops. This card is better than the best case scenario Odd Paladin currently has, and it’s consistent (it won’t pull 1/2 Fire Flies).

It’s a single card that creates a decent board, and that board is an absolute nightmare to deal with. Two Taunts, both with Divine Shield, means that you either need LOTS of attacks (5 at the very least) to clear everything, or you need two AoE spells.

If you run a Mech deck, you get two Mechs on the board, which is good, since you can Magnetize onto them next turn. Buffs will also work pretty well if at least one of those keeps his Divine Shield. But this is one of those cards that might see play even outside of the Mech decks. Decks that want to go wide, Token decks that can take advantage of big boards, would probably welcome this card. For example, Token Druid kind of deck (less combo-oriented, more aggressive version) with Savage Roar or maybe Token Shaman with Bloodlust.

Even if you play a slower deck, you might potentially use it as a defensive option. It’s a bit like Sludge Belcher but spread over more bodies. At the very least, if you count Divine Shields as 1 health, it will stop 6 damage. However, Divine Shields are often worth more than 1 health, if your opponent can’t ping them efficiently. Then, the 2 health bodies might also take more damage than necessary quite often. Realistically, I’d say that this card will often block 8-9 damage, which is great against Aggro.

I feel like this card has so many uses that it will certainly find home in at least one deck, probably even a few of them. I might be overvaluing it a bit, but it seems like one of the best cards from the set so far. I would be astonished if it didn’t see any play at all.

Being a new player, I only have an odd rogue deck for the ladder. This card surely influences odd rogue a lot. (1) a very good defensive card for the opponent. If odd rogue takes care of this by simply attacking into the swarm, it basically absorbs 4 attacks, which shuts down vicious fledgling, thug, and leeroy. Single removals like vinespine doesn’t work either. What works better could be fan of knives (clears the giggling and two shields), a card that might see more use given this and odd pally.
(2) Odd rouge might consider adding this to its own list. The two shielded are hard to remove. The next turn, rouge could play mushroom power and cold blood for a climax.

A card that would summon 1/1, 2/2, 3/3, 4/4, 5/5, 6/6 and 7/7 for 5 mana would also die to Defile. It doesn’t mean that it’s bad. Warlocks running defile are still maybe ~10% of the ladder and so far nothing suggests that it will change drastically.

Not to mention that it wouldn’t even die to Defile, you would need to bump one of the Divine Shields first.

I could see this being a very nice card to come back with in arena. If your opponent doesn’t have a combination of minions and AOE or a flooded board, this card could buy you the time you need to stabilize.

Think this card will be underrated by a lot of people. Maybe its because they dont remember how much damage annoyatron actually blocked. This is a bit like spreading plague but is more flexible. This card is not about killing minions with it, its about stalling a turn or even two until you can make a power play and get back in the game.
But I would not even be surprised if it would be played in an aggro deck with buffs, three bodies with two of them with divine shield is just strong.

This is probably a better anti-aggro tool than Rotten Applebaum since that could be killed in one attack, functionally only absorbing two with the healing it provided. The minions Inventor spawns will also survive a Defile played without set-up, leaving you with two 1/1s with taunt.

This will probably see play in slower decks without a whole lot of other tools to deal with aggressive opponents and at least some Mech decks since the Annoy-o-Trons are rather sticky and are decent Magnetic targets.

An EXTREMELY sticky card that drops a very synergy-driven type of minion. I could see it, the raw stats are pretty bad for the cost but this is generally going to guarantee something left over the following turn in a lot of matchups. Great for magnetizing, great for Spikeridged Steed, great for Dire Wolf… I think there’s an excellent chance to see this in at least Paladin, and possibly in a lot of other places.

OK, we ARE getting Annoy-o-trons from this, right? RIGHT? It’s even hinted in the card art, so if I don’t hear my “Hello! Hello! Hello!” when playing this I’m going to be HUGELY disappointed. As to the card… 2x Annoy-o-tron would be 4 mana, and the extra 2/1 body is worth 0,5 mana. It’s all in one card so 5 mana is a fair cost. Oh, and let’s not forget that the 5-mana random minion pool just got nerfed with a 2/1 body, relevant in Wild with Firelands Portal. I believe this COULD see some play as stall vs Aggro decks, since Annoy-o-trons and Righteous Protectors are a pain in the ass to go through. We just need to know if certain control or combo decks would want to run this. Druids… they have Spreading Plague, which is much better. Quest Warriors would definitely run this card if the summoned Bots counted for the quest, alas, they don’t… Shudderwock? It would be nice stall, but unlike Saronite, you’ll be summoning bots, not other Shudderwocks. I don’t know, it’s difficult to find a deck right now that would want to run this. Maybe Paladin with the Magnetic synergies they’re getting? Anyway, 2/5 stars in Constructed right now. 4/5 stars in Arena, though. Those bots can stall enough time if you’re behind on the board, or better yet, protect your other minions so they can go face (à-la-3/3 Ooze that spawns 1/2 taunts at the end of the turn).

This takes 5 hits to kill the minions it summons, and gives 4/7 in stats counting divine shields as 1.. that’s not bad. It also puts 2 mechs on the board which are unlikely to be cleared by next turn, and allows a magnetic play. Effectively builds a hard to remove board from nothing which can be buffed next turn. This will see play in some new magnetic decks I’m willing to bet. 3/5